#include "vl/vl_decoder.h"
#include "driver_ddebug/dd_util.h"
+#include <llvm-c/Transforms/IPO.h>
+#include <llvm-c/Transforms/Scalar.h>
+#if HAVE_LLVM >= 0x0700
+#include <llvm-c/Transforms/Utils.h>
+#endif
+
static const struct debug_named_value debug_options[] = {
/* Shader logging options: */
{ "vs", DBG(VS), "Print vertex shaders" },
{ "nowc", DBG(NO_WC), "Disable GTT write combining" },
{ "check_vm", DBG(CHECK_VM), "Check VM faults and dump debug info." },
{ "reserve_vmid", DBG(RESERVE_VMID), "Force VMID reservation per context." },
+ { "zerovram", DBG(ZERO_VRAM), "Clear VRAM allocations." },
/* 3D engine options: */
{ "switch_on_eop", DBG(SWITCH_ON_EOP), "Program WD/IA to switch on end-of-packet." },
gallivm_create_target_library_info(compiler->triple);
if (!compiler->target_library_info)
return;
+
+ compiler->passmgr = LLVMCreatePassManager();
+ if (!compiler->passmgr)
+ return;
+
+ LLVMAddTargetLibraryInfo(compiler->target_library_info,
+ compiler->passmgr);
+
+ /* Add LLVM passes into the pass manager. */
+ if (sscreen->debug_flags & DBG(CHECK_IR))
+ LLVMAddVerifierPass(compiler->passmgr);
+
+ LLVMAddAlwaysInlinerPass(compiler->passmgr);
+ /* This pass should eliminate all the load and store instructions. */
+ LLVMAddPromoteMemoryToRegisterPass(compiler->passmgr);
+ LLVMAddScalarReplAggregatesPass(compiler->passmgr);
+ LLVMAddLICMPass(compiler->passmgr);
+ LLVMAddAggressiveDCEPass(compiler->passmgr);
+ LLVMAddCFGSimplificationPass(compiler->passmgr);
+ /* This is recommended by the instruction combining pass. */
+ LLVMAddEarlyCSEMemSSAPass(compiler->passmgr);
+ LLVMAddInstructionCombiningPass(compiler->passmgr);
+
+ /* Get the data layout. */
+ LLVMTargetDataRef data_layout = LLVMCreateTargetDataLayout(compiler->tm);
+ if (!data_layout)
+ return;
+ compiler->data_layout = LLVMCopyStringRepOfTargetData(data_layout);
+ LLVMDisposeTargetData(data_layout);
}
static void si_destroy_compiler(struct si_compiler *compiler)
{
+ if (compiler->data_layout)
+ LLVMDisposeMessage((char*)compiler->data_layout);
+ if (compiler->passmgr)
+ LLVMDisposePassManager(compiler->passmgr);
+#if HAVE_LLVM >= 0x0700
+ /* This crashes on LLVM 5.0 and 6.0 and Ubuntu 18.04, so leak it there. */
if (compiler->target_library_info)
gallivm_dispose_target_library_info(compiler->target_library_info);
+#endif
if (compiler->tm)
LLVMDisposeTargetMachine(compiler->tm);
}
sctx->b.destroy_query(&sctx->b,
sctx->dcc_stats[i].ps_stats[j]);
- r600_texture_reference(&sctx->dcc_stats[i].tex, NULL);
+ si_texture_reference(&sctx->dcc_stats[i].tex, NULL);
}
if (sctx->query_result_shader)
FREE(sctx);
}
-static enum pipe_reset_status
-si_amdgpu_get_reset_status(struct pipe_context *ctx)
+static enum pipe_reset_status si_get_reset_status(struct pipe_context *ctx)
{
struct si_context *sctx = (struct si_context *)ctx;
- return sctx->ws->ctx_query_reset_status(sctx->ctx);
-}
+ if (sctx->screen->info.has_gpu_reset_status_query)
+ return sctx->ws->ctx_query_reset_status(sctx->ctx);
-static enum pipe_reset_status si_get_reset_status(struct pipe_context *ctx)
-{
- struct si_context *sctx = (struct si_context *)ctx;
- unsigned latest = sctx->ws->query_value(sctx->ws,
- RADEON_GPU_RESET_COUNTER);
+ if (sctx->screen->info.has_gpu_reset_counter_query) {
+ unsigned latest = sctx->ws->query_value(sctx->ws,
+ RADEON_GPU_RESET_COUNTER);
+
+ if (sctx->gpu_reset_counter == latest)
+ return PIPE_NO_RESET;
- if (sctx->gpu_reset_counter == latest)
- return PIPE_NO_RESET;
+ sctx->gpu_reset_counter = latest;
+ return PIPE_UNKNOWN_CONTEXT_RESET;
+ }
- sctx->gpu_reset_counter = latest;
- return PIPE_UNKNOWN_CONTEXT_RESET;
+ return PIPE_NO_RESET;
}
static void si_set_device_reset_callback(struct pipe_context *ctx,
sctx->family = sscreen->info.family;
sctx->chip_class = sscreen->info.chip_class;
- if (sscreen->info.drm_major == 2 && sscreen->info.drm_minor >= 43) {
- sctx->b.get_device_reset_status = si_get_reset_status;
+ if (sscreen->info.has_gpu_reset_counter_query) {
sctx->gpu_reset_counter =
- sctx->ws->query_value(sctx->ws,
- RADEON_GPU_RESET_COUNTER);
+ sctx->ws->query_value(sctx->ws, RADEON_GPU_RESET_COUNTER);
}
+ sctx->b.get_device_reset_status = si_get_reset_status;
sctx->b.set_device_reset_callback = si_set_device_reset_callback;
si_init_context_texture_functions(sctx);
sctx);
}
- if (sscreen->info.drm_major == 3)
- sctx->b.get_device_reset_status = si_amdgpu_get_reset_status;
-
si_init_buffer_functions(sctx);
si_init_clear_functions(sctx);
si_init_blit_functions(sctx);
goto fail;
/* Initialize the memory. */
- struct radeon_winsys_cs *cs = sctx->gfx_cs;
+ struct radeon_cmdbuf *cs = sctx->gfx_cs;
radeon_emit(cs, PKT3(PKT3_WRITE_DATA, 3, 0));
radeon_emit(cs, S_370_DST_SEL(V_370_MEMORY_SYNC) |
S_370_WR_CONFIRM(1) |
const struct pipe_screen_config *config)
{
struct si_screen *sscreen = CALLOC_STRUCT(si_screen);
- unsigned num_threads, num_compiler_threads, num_compiler_threads_lowprio, i;
+ unsigned hw_threads, num_comp_hi_threads, num_comp_lo_threads, i;
if (!sscreen) {
return NULL;
si_disk_cache_create(sscreen);
- /* Only enable as many threads as we have target machines, but at most
- * the number of CPUs - 1 if there is more than one.
- */
- num_threads = sysconf(_SC_NPROCESSORS_ONLN);
- num_threads = MAX2(1, num_threads - 1);
- num_compiler_threads = MIN2(num_threads, ARRAY_SIZE(sscreen->compiler));
- num_compiler_threads_lowprio =
- MIN2(num_threads, ARRAY_SIZE(sscreen->compiler_lowp));
+ /* Determine the number of shader compiler threads. */
+ hw_threads = sysconf(_SC_NPROCESSORS_ONLN);
+
+ if (hw_threads >= 12) {
+ num_comp_hi_threads = hw_threads * 3 / 4;
+ num_comp_lo_threads = hw_threads / 3;
+ } else if (hw_threads >= 6) {
+ num_comp_hi_threads = hw_threads - 2;
+ num_comp_lo_threads = hw_threads / 2;
+ } else if (hw_threads >= 2) {
+ num_comp_hi_threads = hw_threads - 1;
+ num_comp_lo_threads = hw_threads / 2;
+ } else {
+ num_comp_hi_threads = 1;
+ num_comp_lo_threads = 1;
+ }
+
+ num_comp_hi_threads = MIN2(num_comp_hi_threads,
+ ARRAY_SIZE(sscreen->compiler));
+ num_comp_lo_threads = MIN2(num_comp_lo_threads,
+ ARRAY_SIZE(sscreen->compiler_lowp));
if (!util_queue_init(&sscreen->shader_compiler_queue, "si_shader",
- 32, num_compiler_threads,
+ 64, num_comp_hi_threads,
UTIL_QUEUE_INIT_RESIZE_IF_FULL)) {
si_destroy_shader_cache(sscreen);
FREE(sscreen);
if (!util_queue_init(&sscreen->shader_compiler_queue_low_priority,
"si_shader_low",
- 32, num_compiler_threads_lowprio,
+ 64, num_comp_lo_threads,
UTIL_QUEUE_INIT_RESIZE_IF_FULL |
UTIL_QUEUE_INIT_USE_MINIMUM_PRIORITY)) {
si_destroy_shader_cache(sscreen);
if (debug_get_bool_option("RADEON_DUMP_SHADERS", false))
sscreen->debug_flags |= DBG_ALL_SHADERS;
- for (i = 0; i < num_compiler_threads; i++)
+ /* Syntax:
+ * EQAA=s,z,c
+ * Example:
+ * EQAA=8,4,2
+
+ * That means 8 coverage samples, 4 Z/S samples, and 2 color samples.
+ * Constraints:
+ * s >= z >= c (ignoring this only wastes memory)
+ * s = [2..16]
+ * z = [2..8]
+ * c = [2..8]
+ *
+ * Only MSAA color and depth buffers are overriden.
+ */
+ if (sscreen->info.has_eqaa_surface_allocator) {
+ const char *eqaa = debug_get_option("EQAA", NULL);
+ unsigned s,z,f;
+
+ if (eqaa && sscanf(eqaa, "%u,%u,%u", &s, &z, &f) == 3 && s && z && f) {
+ sscreen->eqaa_force_coverage_samples = s;
+ sscreen->eqaa_force_z_samples = z;
+ sscreen->eqaa_force_color_samples = f;
+ }
+ }
+
+ for (i = 0; i < num_comp_hi_threads; i++)
si_init_compiler(sscreen, &sscreen->compiler[i]);
- for (i = 0; i < num_compiler_threads_lowprio; i++)
+ for (i = 0; i < num_comp_lo_threads; i++)
si_init_compiler(sscreen, &sscreen->compiler_lowp[i]);
/* Create the auxiliary context. This must be done last. */